Winchester
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Big thanks to @stali79 for basically continuing where I left off, and for notifying me of @K.Yeon's reply. I'm not sure how much more time I'm going to spend on this personally as I'm currently busy playing (*gasp*, *horror*) other games. I basically only started doing this so I could play with *all* the parts, not just the ones in the latest official release, which was kind of less than fully featured you might say... I might have a look at stali79's version in a week or so, and see what I can do about cleaning up the .cfg files and adding whatever properties that stock parts have now that aren't on the old ones. Right now though I don't have the time. Cheers, and many happy explosions! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Reread the last couple of pages of this thread, and you'll notice that we're working on it, and we're actually pretty much done doing everything that *can* be done. We just haven't updated the first post because none of us are the original mod author, and we don't want to steal his thread just because he's busy doing something to make real money rather than feeding our addiction to KSP parts. Anything that doesn't work in 1.1.2 right now comes down to Squad having borked the landing gear code with the 1.1 update, and not having managed to fix it yet as far as i'm aware. And until they *un*bork it, we can't really test any of the parts further than in the space plane hangar because space planes without landing gear kind of don't work very well. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Huh? Everything that should have fuel except the L parts does have it in the version I posted last (OPT_1.8plus_v3) - the only other exceptions are parts like the aerodynamic tail for B and J (no idea why in that case), the cargo bay for A (which has no volume in which to put a fuel tank if you look at it closely); and the docking port for B (which has monopropellant for use with RCS). I just checked both the A, B, J, and K parts. Oh, and one of the K cargo ramps has fuel and the other doesn't - the latter is the one with the Mk2 adapters to either side of the ramp. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Try pasting this into the OPT/mm_config/OPT_FS.cfg file, that should fix the L parts at least. @PART[jl_3m_adaptor]:NEEDS[Firespitter] { MODULE { name=FSfuelSwitch resourceNames=Structural;LiquidFuel;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts=0;1620;1080,1320;540,660;756,924,324 basePartMass=3.18295437805339 tankMass=0;0;0;0;0 tankCost=0;0;0;0;0 displayCurrentTankCost=false hasGUI=true showInfo=true } } @PART[jl_7m_adaptor]:NEEDS[Firespitter] { MODULE { name=FSfuelSwitch resourceNames=Structural;LiquidFuel;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts=0;3240;2160,2640;1080,1320;1512,1848,648 basePartMass=5.86072463746837 tankMass=0;0;0;0;0 tankCost=0;0;0;0;0 displayCurrentTankCost=false hasGUI=true showInfo=true } } @PART[l_2m_bicoupler]:NEEDS[Firespitter] { MODULE { name=FSfuelSwitch resourceNames=Structural;LiquidFuel;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts=0;1620;1080,1320;540,660;756,924,324 basePartMass=3.72384096921262 tankMass=0;0;0;0;0 tankCost=0;0;0;0;0 displayCurrentTankCost=false hasGUI=true showInfo=true } } @PART[l_6m_cargo]:NEEDS[Firespitter] { MODULE { name=FSfuelSwitch resourceNames=Structural;LiquidFuel;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts=0;1890;1260,1540;630,770;882,1078,378 basePartMass=4.5136764571455 tankMass=0;0;0;0;0 tankCost=0;0;0;0;0 displayCurrentTankCost=false hasGUI=true showInfo=true } } @PART[l_6m_crew]:NEEDS[Firespitter] { MODULE { name=FSfuelSwitch resourceNames=Structural;LiquidFuel;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts=0;2700;1800,2200;900,1100;1260,1540,540 basePartMass=6.06537108962463 tankMass=0;0;0;0;0 tankCost=0;0;0;0;0 displayCurrentTankCost=false hasGUI=true showInfo=true } } @PART[l_6m_fuselage]:NEEDS[Firespitter] { MODULE { name=FSfuelSwitch resourceNames=Structural;LiquidFuel;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts=0;1890;1260,1540;630,770;882,1078,378 basePartMass=4.55313891109419 tankMass=0;0;0;0;0 tankCost=0;0;0;0;0 displayCurrentTankCost=false hasGUI=true showInfo=true } } @PART[l_8m_cockpit]:NEEDS[Firespitter] { MODULE { name=FSfuelSwitch resourceNames=Structural;LiquidFuel;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts=0;540;360,440;180,220;252,308,108 basePartMass=6.9253413355807 tankMass=0;0;0;0;0 tankCost=0;0;0;0;0 displayCurrentTankCost=false hasGUI=true showInfo=true } } -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Interstellar Fuel Switcher is not required for OPT, so that wouldn't make any difference. Also, not all the parts have working firespitter configs, I think notably the L series, possibly A and B might have problems as well. I was more interested in getting the parts to load *at all*. Most of the J parts, and all of the I and K parts, worked fine in 1.1.2 when I tried them earlier though. I'll see what I can do tomorrow. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Very strange. In the latest version I posted, I have the i folder with basically everything in it, and two different Mk2 and Mk3 folders (because I've been dumb and used a capital M for Mk2 and Mk3 in a couple of parts cfgs), but other than that every part is exactly where it's supposed to be - in folders labeled opt A, opt B, opt I, opt J, opt K and opt L. Are you sure you're using the one I just uploaded? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Uploading a snapshot of my OPT folder now. Also reading a very Kerbal book - "The Sixth Continent", by Issui Ogawa, about a construction company that will build "anything, anywhere" - the Sahara, Antarctica, the Himalayas, or even the bottom of the Pacific Ocean, who get a contract to build the most insane project ever - a hotel/wedding palace. On the Moon. https://dl.dropboxusercontent.com/u/70565045/KSP/OPT_1.8plus_v3.7z Link may take a couple of minutes before it activates, the upload is taking a while. I miss my fiber connection... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Actually, I went with "bulkheadProfiles = optI, size2" for all the cockpits, and just "optI" for the adapter parts. All done editing the configs for now, loaded up 1.1.2 and the parts finally sort properly. For some reason I still have an "i" category though, which looks like it contains *everything* (probably just anything with an "i" in it, like all of the sizeX parts). Maybe a cache issue? None of the parts in the OPT folder has a "bulkheadProfiles=i" anymore. Thanks, have downloaded it now. Will take a look in a little bit. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Thanks for this information, I really needed that! If you could make the icons and the configs, that would be awesome! Also, I'm going to be using your naming scheme: optA = Old (1.6.9) K-series with the Avatar shuttle cockpit optB = Old (1.6.9) J-series (NOTE: I still need someone to post 1.7 for me at some point, as I believe there are parts in there that weren't in 1.6.9) optI = I-series/2.5 m optJ = New (1.8) J-series optK = Latest (1.8 Test 4.01) K-series optL = "fat" (1.8 Test 1) K-series Will probably not release a new download tonight. Also, a quick question: Currently there are three engines in the package with the exact same engine performance - both of the Mk2 engines, and the 2.5 meter engine. Should I incorporate the config file that someone wrote earlier for turning one of the Mk2 engines into a RAPIER-clone? And if so, which one, the longer, fatter engine or the short one? Or should I just make one that uses the same model but with different performance? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Ah, you're referring to the "sort by cross section" menus. Yeah, those are a bit messy. I'm working on fixing the menus, but for anyone who wants to do it faster for themselves, here's how you do it: Each part is defined by two main files - the .mu file, which contains the unity 3D model, and the .cfg file, which tells KSP how to load the model, and what its attributes are. In *most* (not all, because some of the .cfg files are really old) of the .cfg files there is a line that reads bulkheadProfiles=*something* The *something* in this case tells KSP which fuselage cross section to sort things under. K.Yeon basically just named his bulkheadProfiles i, j and k, no capitals and nothing extra. Problem with that is that apparently the sorting is not exclusive, so in the k folder you end up with anything that contains a k, like Mk2 or Mk3. Not all that great. I've been trying to rename the bulkheadProfiles to "OPT A", "OPT B", "OPT J" etc, but I'm not really done with it yet. There also appears to be some weirdness with how the old fuselage parts are named. I'll have to go through the Squad folder to find out how to make a definition file for the fuselage profile, then maybe we can get proper icons for them as well (like K.Yeon managed to do for the manufacturer tab). In the mean time, the parts should at least all be listed under the manufacturer (I know all the engines except the J-type Linear Aerospike show up under OPT Propulsion Science Division, the remaining engine is under OPT Aerospace Division). The easiest way of fixing these things is to open up the CFG file for the affected parts in Wordpad (notepad works too, but some of the files don't have proper linebreaks in notepad until opened and saved once in Wordpad) and changing the value of bulkheadProfiles. You can put multiple values on the line (for example for adapters like the J/K and I/J adapters) by separating them with commas. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
If you have J, K, A and B, then you should be running the latest version I put up. (there should also be an "L" in there). Can you make a list of which menus are messed up? Also, explosions on the runway don't seem to be a problem with the OPT parts, but with the landing gear in general in 1.1.x, as Squad rewrote the .dll for how wheels work but apparently didn't update their own parts. Hence "boom". The landing gear issue is partially why I have been resisting trying to make things work in 1.1, because without working landing gear spaceplanes are kind of pointless. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
OK, so I downloaded FireSpitter and Module Manager for 1.1.2, so I'm testing my current version to see how it loads in that. So far it seems OK. Really need some working landing gear though... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
I can't do any testing in 1.1.0 at the moment because I don't have the required plugins to make OPT work under that (Firespitter and ModuleManager); and some of the stuff I really like to use like Adjustable Landing Gear is "known bad" at the moment. So I've been testing in 1.05, and *most* things I can make work, work. Since the latest release of OPT was an incomplete test version, and the author is unavailable, OPT parts are very much "try as best you can to get it running by editing the config and then share the results with the rest of us" at the moment. The OPT J61 Advanced Turboramjet (the short Mk2 engine) is in the package I posted, and works in 1.0.5. Not sure how well it works in 1.1.0 or above though, haven't tested it at all due to how much else is still broken in that. The pack also includes the OPT J60 Screamjet, which is essentially the same engine config in a bigger package with some fuel. Anyway, regarding some of the issues pointed out earlier: The Mk3 shuttle nose that isn't working as a cockpit: Apparently this part has the wrong model, and is not supposed to be an actual cockpit. I *think* I've seen the actual model in a video review someplace, but I don't have that version so I can't fix it right now. Also, I think I can solve a bunch of issues with the parts by redoing all the configs, but chances are I'll break all existing craft if I try that. While I was doing a small bit of building earlier, I discovered that K.Yeon apparently changed the window style on the J series parts between 1.8 Test and 1.8 Test 4.01, which may be why the inline docking port wasn't included - the windows don't match. I may simply just add the earlier J-series part back on top of what's already in there, using different part names. The cross sections are identical, it's just the windows that are different. At any rate, that's an issue for tomorrow I think. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
I only know what to do because I've done something similar before, with a flight simulator. Editing config files is pretty simple, but I can't really fix any of the problems with the actual models like missing IVAs and animations. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
I don't know what's up with the Mk 3 pits, I was surprised as well that they looked identical other than the lights being lit on one of them. The IVA thing is a model issue, and I can't do anything about those right now. Control modules are a matter of rewriting the part cfg for the newest formats, which is going to be difficult and time consuming, I suspect the easiest way of doing it would be to take the config for one of the actual working parts in roughly the right size, and replace all the values with the corresponding ones from one of the parts that don't work, like crew capacity and weight and whatever. I'm going to be too busy with RL this week to spend any serious time sorting this, so if anyone else wants to give it a go, be my guest. Also, regarding the hatch obstructed issue, check that the hatch isn't on the bottom of the craft... As it is, my part in this is basically mostly to get the game to load the parts without conflicts. I figure it can be someone else's problem to actually make them *work* properly. Also, I hear you about the not-quite-legendary skill - I can build a flying SSTO just fine, even build one that makes orbit with oodles of delta-V, but don't ask me to land one. It never works. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
https://dl.dropboxusercontent.com/u/70565045/KSP/OPT_1.8plus_v2.7z Have added the old K parts, with your suggested name of A (actually OPT A, since the cross section filter keeps trapping things it shouldn't if you use just a single letter like K.Yeon did), and most of the old J parts under the name OPT B. I kind of feel like there are bits missing, there were no crew tanks or anything. A lot of these older parts had the FS config built into the main part config, so I didn't have to chase all over creation to paste them into the module manager config thing, which was nice. Makes handling parts much easier, so why did K.Yeon start dumping them all in a single file for the later releases? Also included are a pair of Mk3 cockpits that were in 1.6.9. Anyway, altering the fuel switcher patches can be someone else's job. I know how to get things to work in the first place, tweaking is for people who actually *fly* space planes as opposed to ooh and aah over how pretty they look, like I do... (there's my major motivation for getting all this work done in a nutshell - the more parts you guys who actually build and fly things have available, the prettier the designs can be, and the more enjoyment I get out of living vicariously through you guys...) -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Working on this because I can't sleep. Got the original cockpits (three 2.5 m pits and the OPT Mk2 cockpit) working now, and there are now FS configs for nearly all the parts: https://dl.dropboxusercontent.com/u/70565045/KSP/OPT_1.8plus_v1.7z This is basically 1.8 Test 4.01 "plus", with the missing J Docking Port, J Short Aerodynamic tail, and "Fat K" parts (now renamed L) from 1.8 Test 1, and all the small cockpits (no J or K pits) from "early" OPT - the ones that were in the last big video review, basically. I also added the two Mk2 profile engines (the short and long ones). I did *not* add the landing gear, as K.Yeon himself moved on to the Adjustable Landing Gears mod (which is much much better). I may have broken a few saved designs because I had to fix a few naming errors and I may have fixed them the wrong way. (things like parts being named differently from their filenames, etc). If that happens, please remember that this a very much cobbled together release trying to cram as much of K.yeon's work as can be made to work together into a single package, and compromises had to be made somewhere.... Parts are still spread out all over the place in the parts directory, and I know not everything has an FS config right now (notably those cockpits, but they have built in resources). It looks like I'll be able to change what parts go in which directory, but I don't know if that'll break anything further. Also, based on what I've managed to do so far, it should be possible to get the old-J and old-K parts working as well, but I can't find any downloads for 1.7 or earlier at the moment - and I would have to change the names of all the old parts in order to get them to run side by side with the new ones. It can be done though, just get me a download link. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
If your pack really does still contain all the files for 1.5-1.7, I should be able to fish out a few more parts from there (like the cockpits that are still missing) and get them working. Will see how far I get before I fall asleep, it's 4 AM here. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
The good news is that hex editing is unnecessary, I only had to change the .cfg file and the file names. The bad news is, I need to comb through everything to find all the firespitter configurations because I appear to be missing a couple. Also, I haven't tried changing the folder names, so the L parts are still in the k_fuselage folder. But all the parts load, they have the "proper" names in the editor (I, J, K, and L); L has its own category in "sort by cross section" where all the parts can be found, and I think I can actually get everything working at this point. There are a couple of parts that don't do anything when you right click them right now, but I should be able to fix that, I think it's due to a missing entry in the firespitter config, or possibly a miss-spelled part name somewhere. Also, I'm seriously considering adding a module for Mechjeb to all the big cockpits, so that if Mechjeb is installed on your KSP, it will be automatically included in any craft you build that starts with an OPT cockpit, without needing to track down the damned extra part... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
I only have the 1.8 test releases, and the J parts from them all match, so that should at least not be a problem. Changing the names of the parts? That might be trickier. If we're lucky, I should be able to change the file names and the plain text .cfg files and be good to go, if not we'll have to edit the .mu files, which are binary and require a special editor in order not to break when re-saved. I'm about to test it with a couple of parts right now. Wish me luck. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
OK, so after dropping the parts from 1.8 Test into the 1.8 Test 4.01 folder, I discovered that the the crew tank and ramp that were in 1.8 Test are completely different from the ones in 1.8 Test 4.01 - the "newer" parts actually have a much slimmer cross section, and are *not* big enough to take a 3.75 meter load. I would have to find some 1.7 parts to check, but I'm starting to think that there might be as many as three different versions of "K" with incompatible cross sections, which basically makes me want to tear my hair out. The J parts in both packages *are* compatible though, so at least I only have one version of J to contend with presently. (though having the J drone core from 1.8 Test in your 1.8 Test 4.01 parts folder will break the Arrow MkII Interplanetary Ship from the example craft). I'm not sure I can make both of the K-sizes I have on hand coexist peaceably in a single setup, as that would require changing the names of some parts to make sure you could tell them apart. It would also seriously break every existing ship if I did that. What I can probably do is basically put up each collection of parts separately. Nu-J, Fat-K, Slim-K, the wings, and the engines. Pick which "K" you want, *don't* install the other... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Since the version I posted is based mostly on the first 1.8 Test release, it doesn't use the same path names for most parts as K.Yeon's last post. I should probably make one that goes the other way instead. I'm basically running on *only* the OPT folder I posted, and all the parts that I put into it show up fine. Basically, in order for the parts to load properly, they need to be in their original folders (so if the release the part came from had I/J/K subfolders, then the part has to go in the right one; if the release had all the fuselage parts in the main subfolder, then it needs to go there); and you need to have the textures as well (if you open up the .mu file in Notepad and scroll to the end, you'll see the filename of the texture). Trying to use existing designs with the provisional v5 test release is *not supported*. I'll see about making one that goes the other way around instead - Test 4.01 plus the missing older parts, instead of Test 1 with new parts from Test 4.01. That should at least let people load the sample craft from 4.01. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Yeah, I just noticed that I still had some old-K parts myself. Wonder where they came from? Anyway, I figure it isn't worth a re-upload until I have something substantial to add, like, say, FAR configs? Anyone up for doing those? They weren't included in either of the 1.8 releases, and I have *no* idea what they're supposed to look like, so I can't really do much other than wait for someone to make them. There are a couple of additional parts floating around that I'd like a copy of for adding to my OPT folder though, like the remaining Mk2 and I-series cockpits. Also, who else thinks it would be awesome if we could make some fuselage parts to match the I-series cockpits? As far as I know, other than the cockpits and tail section in this pack, all the 2.5 meter parts out there are for rockets rather than space planes, which makes me kind of sad. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Double post, but since I'm posting something important I figured it's OK. (edit: Ninja'd - not actually a double post!) I discovered while trying to get everything to load properly that the expected path name is encoded somehow in the "mu" file, and unless it's located in the folder the game expects it to be in, the part won't load. Hence the "consolidated" release that stali79 posted earlier (last week maybe?) has a whole boatload of parts that due to not being in the right folder, just won't load. I haven't checked the latest one he posted right above this, was too busy getting my own stuff working, but unless he's done some radical pruning, there's about 70 MB of stuff that isn't loading in there. Anyway, what I decided to do was basically to ignore all the original J and K parts, and just focus on getting all of the existing 1.8 parts into a single working version. To do this, I took the 1.8 Test release, and added only those files for which no counterpart existed from the Test 4.01 release, while maintaining their folders. Basically, my version has both the old I/J/K folders and a main folder. I could probably have done it the other way around, as there were probably fewer parts missing from 4.01, but it worked, and I think the parts that *are* common are probably pretty much identical. Then I copied the relevant parts of the Firespitter config from 1.8 Test 4.01 into the one from 1.8 Test, and the engines and sound files from stali79's pack, and checked if it'll load. It does, all the parts load and all the firespitter configs are working. The only minor issue is that both the old and new Dark Drive and ARI engines are loading - I didn't bother fixing that, but if you have an issue with it you can delete the folders with the old engines. The only thing that did load in Stali79's pack that I didn't include in the one I'm linking was the landing gear, for the simple reason that it didn't work in 1.10 - as soon as you add it to a plane, it folds up and no longer reacts to anything. It works in 1.05 though, but I'll be using the Adjustable Landing Gear mod instead which is much nicer anyway, and which hopefully actually still works too.. Also, I have no idea whether the docking port will actually work as expected - the animation works, the hatch will open and the docking tube extend, even in 1.10, but I haven't taken it into space and tried to dock with anything, because I'm a godawful pilot and cannot into space without MechJeb... Anyway, here's my version of 1.8 - I'm being pretentious and calling it the "unofficial Test 5" version. I've edited the Readme a tad, just added a line about my role in consolidating the parts, and removed the line about the pack containing Firespitter and Module manager (because it doesn't, right now). https://dl.dropboxusercontent.com/u/70565045/KSP/OPT_v1.8_test5_unofficial.7z Edit: All that's really missing now are those Tweakscale adapters with the cargo bay doors that K.Yeon showed us a while back, but never released. Those would have been nice to have..) -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Winchester replied to K.Yeon's topic in KSP1 Mod Releases
Thanks a bunch! A quick look at the files gives me the following differences between the versions: 1.8 Test - has the J docking port and K crew tank, a limited selection of wings with built-in control surfaces, and PNG textures for everything. Also has the files split into multiple subdirectories based on fuselage cross sections. 1.8 Test v2 - lacks the J docking port and K crew tank, has no wing parts, and still has PNG textures. All parts are in the same directory. Has a ships folder with one craft (OPT Repulsor) 1.8 Text V4.01 - lacks the J docking port and K crew tank, has a full selection of wing parts with separate control surfaces, and PNG textures for everything. (Where did the DDS textures in the "combined" folder come from?) Dropping the docking port files into the "combined" folder....no joy. I think I may have missed a texture or something. Loading just the Test version...works in 1.05 and 1.10. No firespitter in 1.10 though, has that been updated yet? Consolidating all the parts files from Test into one directory (as opposed to split directories)...one file with the same name in both the J and K directories, it's a texture relating to the cockpits. Overwriting... huh, why didn't that work? Let's try this again. Starting with 1.8 Test. Leaving the directories this time. Creating a new "main" directory, and putting all the parts from "test 4" that didn't exist in any of the subdirectories for "test" into that, and loading again...success! All the fuselage parts are now there. Next, cleaning up the MMconfig so I can make sense of it...